Targeting Target locking Crosshairs Improved HUD schematic feedback Equipment Heat Damage Equipment Disabling
50 lines
No EOL
1.6 KiB
C#
50 lines
No EOL
1.6 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class RadiatorData : BehaviorData
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{
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[InspectableField, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
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public PerformanceStat Emissivity = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new Radiator(context, this, entity, item);
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}
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}
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public class Radiator : IBehavior
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{
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public Entity Entity { get; }
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public EquippedItem Item { get; }
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public ItemManager Context { get; }
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public BehaviorData Data => _data;
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public float Emissivity;
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private RadiatorData _data;
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public Radiator(ItemManager context, RadiatorData data, Entity entity, EquippedItem item)
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{
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Context = context;
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_data = data;
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Entity = entity;
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Item = item;
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}
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public bool Execute(float delta)
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{
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Emissivity = Context.Evaluate(_data.Emissivity, Item.EquippableItem, Entity);
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var rad = pow(Item.Temperature, Context.GameplaySettings.HeatRadiationExponent) * Context.GameplaySettings.HeatRadiationMultiplier * Emissivity;
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Item.AddHeat(-rad * delta);
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Entity.VisibilitySources[this] = rad;
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return true;
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}
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} |